Roadkill Handling: 5/10 Armor: 4/10 (100, 115) Special Weapon: 6/10 Speed: 6/10 Boundary Damage – 29 points Special - (Boomerang, 15 points normal, 30 points with a return shot) Fires a boomerang at an enemy, with low homing ability. Hitting the fire button after firing a boomerang will cause it to return to Roadkill. If you fire it with no target present, the boomerang will only go straight ahead. Unlike TM2, you must hit the fire button to manually return the boomerang. You lose the ability to return the boomerang if it goes away from your car too far. Upgraded – (Charged, 27-35 points normal based on range, 31-35 points after the 3 light blinking charge delay, 30-62 on a return shot) Fires up to six boomerangs, all home in on the enemy much better than the regular version IMO. They deal decent damage, even better if you get all 6 to hit an enemy on their way back. It is the most powerful special by itself, but other characters have more powerful. Shadow Handling: 5/10 Armor: 4/10 (110, 127) Special Weapon: 8/10 Speed: 6/10 Boundary Damage – 28 points Special – (Soul Shadow, 12-16 points) The special is weak, contrary to what the special stat says. However, it does have a useful ability to pass through walls, whether you detonate it or not. When you detonate it the explosion also goes through walls, and the area of effect is somewhat similar to a Napalm. Fortunately, unlike TM2 you can’t hurt yourself with this. It is faster compared to TM2’s Soul Shadow but it’s slower compared to TMB’s. The damage depends highly on how close the enemy is within the purple circle before detonation. It disorientates the enemy, and flips them over if they were moving prior to that, allowing for some punishment afterwards. Upgraded – (Charge, 27-29 points, 27 on a full charge and 29 after the three light blinking charge delay) While the special does more damage, the damage varies based on the distance the enemy is from the explosion. Thus, if you’re trying to go for the full 29 points you must detonate when the enemy is near the center of the Soul Shadow. However the 2 point difference isn’t really worth it. Mr Grimm Handling: 10/10 Armor: 2/10 (85, 97) Special Weapon: 10/10 Speed: 8/10 Boundary Damage – 21 points Special – (Screaming Soul, 25 points) Fires three skulls ahead at an enemy. A direct hit not only causes damage, it also bounces them up a bit. However, this was slowed down from TMHO PSP; given that the special has a delay, you can no longer fire two in a row for 50 points of damage. BUT it gives you a chance of making your shot more accurate in case your enemy is moving and you’re trying to adjust the shot to hit where they’re going. Another change from TMHO PSP is that the special is now red even when not upgraded (just a minor graphical difference). Also, if you switch before the special is fired, it will cancel the special from being fired. But since you can switch it to another weapon instantaneously after firing it, you can immediately fire another weapon to increase the damage of this special. Upgraded – (Mash, fires missiles with small homing ability, 3 points per missile, I got 43 points as max so far) Until the Screaming Soul hits something (be it a wall, obstacle or enemy), you can continue to fire missiles at the enemy. It’s best to utilize the special by freezing an enemy, backing up so that you have a large gap between you and your enemy, then fire and mash like crazy. If you’re upclose, the special will hit and you won’t be able to get even 1 missile to hit (whereas in TMHO PSP, if you mash the fire button fast enough a missile will come out right after firing the screaming soul, thus letting you get 28 points even if you’re right next to an enemy). Sweet Tooth Handling: 2/10 Armor: 8/10 (125, 144) Special Weapon: 6/10 Speed: 2/10 Boundary Damage – 31 points Special – (Napalm Cone, 18 points) Fires a cone that homes in onto an enemy. If it hits a wall it’ll bounce around, but it loses its homing abilities. Perfect for long range combat but not too powerful on its own. Upgraded – (Charge, 18-30 points, fires up to 6 cones, each doing 5 points of damage) Fires up to six cones, all home in on the enemy but if an enemy turns too much some of the cones may miss. It’s only slightly more powerful than a charged Swarmer. Thumper Handling: 5/10 Armor: 4/10 (105, 121) Special Weapon: 8/10 Speed: 6/10 Boundary Damage - 26 points Special – (Balls of Fire, 4 fireballs, 5 points per fireball, 20 points plus fire damage if an enemy doesn’t turbo/shield) Launches four fireballs at the enemy. A weak special, the homing abilities are similar to a freeze missile – good but not great. Plus you have to aim all 4 successfully in order to get 20 points of damage. Special – (Mash, up to 32 points, each fireball is 1 point worth of damage) Thumper’s special is different; it becomes a flamethrower (colored green instead of orange like the previous games’ flamethrowers) when you fire it but when you mash it also fires fireballs (WOOHOO for repetition!). Unlike other mashed specials, even after you hit an enemy initially with the “main” special (in this case the flamethrower) the mashed projectiles can still continue to be fired until the special ends. It’s hard to rack up even 25 points of damage, so freezing first may help. Add some machine guns to supplement your damage potential. Spectre Handling: 10/10 Armor: 2/10 (95, 109) Special Weapon: 8/10 Speed: 8/10 Boundary Damage – 24 points Special – (Ghost Missile, 13 points of damage) Fires a missile that goes through walls until it hits an enemy. It does very low damage but it’s a sure hit. An opponent targeted by a ghost missile will have a green tripod-thing around their car to indicate that they’re being targeted, giving them time to Shield or Flak so only use this when you know they won’t have enough energy to avoid it. Upgraded – (Charge, 23 points on full charge, 27 points after the three light blinking charge delay) The upgraded version is perfect for sniping from a higher area. Again it’s better to only fire the special when you know an enemy doesn’t have the energy to Flak or Shield. Twister Handling: 10/10 Armor: 2/10 (90, 103) Special Weapon: 8/10 Speed: 10/10 Boundary Damage – 23 points Special – (Tornado Twist, 18 points of damage) Twister gets on its front and then spins wildly creating a tornado. Any nearby enemies will get dragged into the tornado and spun around until the tornado finishes, which tosses them all away. Perfect for throwing an enemy “out of bounds” for more damage, even if they activate a shield. Don’t use the special near walls; an enemy who hits a wall after will fall to the ground immediately and will be immune to the rest of the special. The area of effect is rather small, though. If you turn, the tornado angles itself in the opposite direction of where you’re going (i.e. if you’re driving backward, the tornado angles forward) which gives it more range AND even if the special doesn’t hit immediately, when you hit an enemy during the end of the special it’ll still do 18 pts of dmg. The tornado will throw an enemy into a random direction but if you angle it, it’ll throw them into that direction. Upgraded – (Mash, 31 points of damage) The same, just mash for extra damage. Outlaw Handling: 5/10 Armor: 4/10 (100, 115) Special Weapon: 6/10 Speed: 8/10 Boundary Damage – 25 points Special – (Tazer, 4-17 points based on how long the tazer latches onto the enemy) Shocks the nearest enemy with a lightning bolt. It does minor damage and you have to run near an enemy in order to ensure the full damage, making this one of the weakest specials. However when upgraded, it is one of the most powerful specials overall. The Tazer can also pass through walls. Upgraded – (Mash, 4-32 points based on how long the tazer latches onto the enemy and how many times you pressed the fire button) The tazer will now shock enemies repeatedly if you keep tapping the fire button, similar to Crazy 8’s from TMB. However what makes this better is that it disorientates the enemy (i.e. flips them over or causes them to be imbalanced). If you fire your machine guns while shocking the enemy, you can do about half damage to every car in the game. An excellent improvement over the normal special. Grasshopper Handling: 10/10 Armor: 2/10 (94, 108) Special Weapon: 4/10 Speed: 6/10 Boundary Damage – 24 points Special – (Body Slam, 18 points) When selected, an enemy closest to you will have a green circle surrounding them, thus warning them of Grasshopper’s special. This is also the only way to get Grasshopper to do her special. She jumps into the air and then charges at the enemy. If you’re closer, she’ll bounce off of them which gives them a possible chance to retaliate so it’s better you use it from far away. If no enemy is in sight, Grasshopper jumps up to TM2 height, which can be useful to get to certain areas without having to use the jump upgrade (especially in multiplayer). The special causes the enemy to bounce really high into the air, thus setting up for further punishment. If you’re right next to them, the special will throw them straight up but you won’t get as much height. Upgraded – (Mash, 20-32 points, each green ball does 1 point of damage) After jumping, mash the fire button to fire green balls at the enemy (which will always hit), until Grasshopper connects with the special. More damage is possible when the special is used far away. When you hit fire, even if you don’t mash, two green balls will always be fired thus ensuring at least 20 points of damage. Warthog Handling: 2/10 Armor: 8/10 (130, 149) Special Weapon: 6/10 Speed: 4/10 Boundary Damage – 33 points Special – (Patriot Missiles, 6 per missile, 18 points overall with 3 missiles) Fires a trio of homing missiles, red, white and blue. Good overall weapon for long range combat, but in comparison to other specials Warthog’s doesn’t do too much damage but it’s useful to wear an enemy down, really quickly. The missiles are fired separately and congregate only when they’re near their target, so keep this in mind if you’re going after a single target. Upgraded – (Charge, 27 damage when charged) The special is still the same but the missiles do more damage when charged, equivalent to a fully charged Swarmer missile. All three missiles also become red (minor graphical difference). Axel (secret character) Handling: 5/10 Armor: 6/10 (120, 138) Special Weapon: 6/10 Speed: 4/10 Boundary Damage - 30 points Special – (Shockwave, 15 points) Axel releases a burst of energy that crosses the ground, forming a circle. Anyone hit by the shockwave will bounce into the air, and if they’re driving they’ll even flip over thus setting them up for further punishment. Good to hit multiple enemies at once. Upgraded – (Charge, 27 points) The same, and a lightning bolt is latched onto an enemy from Axel’s vehicle although it doesn’t seem to do any extra damage. Mr Slamm (secret character) Handling: 2/10 Armor: 8/10 (135, 155) Special Weapon: 10/10 Speed: 2/10 Boundary Damage – 34 points Special - (Bucket Shake Slam, 22 points + 6-12 ramming damage = 28-34 total) When selected, all you do is drive your front end into a vehicle and it will pick them up, slam them a few times and then throw them away. A change from TMHO (and TM2) is that now the enemy that’s getting slammed will temporarily have their weapon/energy display disabled. Throw an enemy into a wall with your special, then rinse and repeat until you’re out of specials. Fire your machine guns to accelerate the process! An enemy can only deal with this by putting a shield up after they’re thrown away by your special and then remote bombing their way out, so when they’re out of energy they might as well be doomed!!! To be fair, Slamm’s special will count the opponent ramming him so he’ll take minor damage from his special. Upgraded – (Charge, 22-34 points + 12 ramming damage = 46 total) No longer automatic, you have to manually fire the special (which causes the crane at the front to go forward, increasing its range). However, you can get 47 points of damage per freeze (Freeze, Ram + fully-charged Special) so that’s still a lot. You can’t spam it in the same manner as when it was normal, though. Crimson Fury (secret character) Handling: 10/10 Armor: 2/10 (95, 109) Special Weapon: 8/10 Speed: 8/10 Boundary Damage – 24 points Special – (Reticle Pulse Blast, 16 points) A red box appears in front of Crimson Fury; any target in the box will have a crosshair on them (a change from TMHO PSP). Once the crosshair is shown, it is your cue to hit the fire button to shoot. It launches a laser ball at an enemy with minor homing ability (though it sounds pretty cool). Upgraded – (Charged, 25 points) The charged special fires up to 5 laser balls for five points each. You’ll have to aim carefully for all 5 laser balls to hit. Hammerhead (secret character) Handling: 2/10 Armor: 6/10 (118, 135) Special Weapon: 6/10 Speed: 2/10 Boundary Damage – 30 points Special – (Ram Attack, 15 points) When selected and near an enemy, the ground becomes highlighted in blue. Press fire, and Hammerhead will do a wheelie (i.e. lift the front wheels up), jump onto the victim and then bounce off of them. If no target is present, Hammerhead just does a wheelie. The initial wheelie leaves you pretty wide open since Hammerhead doesn’t leave the ground immediately. However once it hits, it disables the enemy’s ability to fire until Hammerhead lands back onto the ground, but they can still shield it. Also if no target is present, the special will still be in- tact until you actually hit an enemy. When you land on an enemy, you can still turn. If you get behind them during the special, they’ll be right in front of you and open to some missiles. Upgraded – (Mash, up to 26 points) Once Hammerhead is on an enemy, he will accelerate his wheels (by mashing the fire button) and rub it over his enemy’s paint for further damage. Cousin Eddy (secret character) Handling: 5/10 Armor: 10/10 (100, 115) Special Weapon: 10/10 Speed: 8/10 Boundary Damage – 25 points Special – (Bull’s Rush, not named officially, 25 points) Cousin Eddy rushes forward and charges straight ahead. Anyone unlucky enough to cross his path will get pushed aside. The special flings the enemy into the air depending on your distance from them when you activate the special. At mid range, it will fling them into the air, but at close or long range, it will just push them aside. 25 points is quite a lot and if you throw them into the air it sets them up for further punishment. You can also use this special as a means of getting away from danger in an instant. Upgraded – (Minion Flamethrower, not named officially, 36 points + fire damage) Remember Minion’s flamethrower from TMB? Well here is the same. Just get close to an enemy and fire it off! It does pretty good damage for such little effort, but beware that an enemy can freeze you to stop it. Special Note – Cousin Eddy’s machine gun fires white missiles that home in onto an enemy now. A nice improvement from TMHO PSP, where his machine gun was lame (it did not home in like boss Cousin Eddy’s and it was VERY hard to hit with). ATV (secret character) Handling: 10/10 Armor: 1/10 (50, 57) Special Weapon: 4/10 Speed: 8/10 Boundary Damage – 13 points Special – (Bullet, not officially named, 16 points) Fires a few orange-ball shaped bullets. It has no homing ability, and it only fires behind ATV so it is a pretty weak weapon overall. Upgraded – (Dynamite, not officially named, 29 points) ATV now throws a dynamite at an enemy that follows them and hits for good damage. It’s an excellent way to strike enemies from above and below you, since the Dynamite arcs up pretty high. Dark Tooth (Secret character) Handling: 10/10 Armor: 10/10 (148, 173) Special Weapon: 10/10 Speed: 10/10 Boundary Damage – 33 points Special – (Grapple, 20 points + 6-12 ramming damage = 26-32 total) The mechanical jaws at the front grab an enemy, slam them a few times, and then throws them away. Dark Tooth’s special animation has changed; at the end, it now lifts an enemy into the air BEFORE tossing them. Whereas in TMHO PSP after slamming an enemy Dark Tooth just flings them up after. Also there was an occasion where Dark Tooth’s special failed to throw an enemy away, it just dropped them right in front of him. However it loses its sound effects from TMHO PSP. After throwing an enemy away, you can follow-up by firing your machine guns along with another weapon for HUGE damage. BTW, the range is HUGE for a close range weapon, and the special isn’t named Grapple but I based the name off of the Concept Art manual that came with the game. However, the special does come with a price; it will count the opponent ramming Dark Tooth so he takes damage as well. Upgraded – (None, 30 points + 12 ramming damage = 42 total) Dark Tooth’s upgraded special is just more powerful, no need to hit anything! Special Note – Dark Tooth’s machine gun is Sweet Tooth’s special. His shield is coated in purple instead of green like the other characters. Tower Tooth (secret character) Handling: 10/10 Armor: 10/10 (310, 357) Special Weapon: 10/10 Speed: 10/10 Special – (Flamethrower, 15-30 points) Tower Tooth’s special is essentially Cousin Eddy’s upgraded special, although it’s not as powerful. It automatically targets the nearest enemy, no need to aim. In multiplayer, the flamethrower can be a good threat when you combine it with your machine gun fire. Alternative – (Tower Lightning, no damage listed) Now this special sucks, compared to TMHO PSP. It no longer fires about 5-8 extra cones during the special, and it does essentially the same damage as a fire missile. It’s not as powerful as TMHO PSP. It’s been colored red instead of blue (minor graphical difference) but at half health and nearly dead all you can do is fire some lousy lightning that’s not even powerful?!?! Ah well. He can now be used in multiplayer, a change from TMHO – though once you select him he still can only be used in Roman Ruins deathmatch level (why couldn’t they make him selectable in Tokyo Streets – Dark Tooth? That’s where his boss battle takes place anyway). Special Note – Tower Tooth’s machine gun is Sweet Tooth’s special just like Dark Tooth’s. His shield also covers him with purple energy instead of green. Armor/Health points ------------------- I think it would be easier to show the health here, as well as compare stats. A lot of them are surprising. I tested out the armor points, and unfortunately the work is a lot more difficult than I thought. Not only did I test with infinite weapons, but I also forgot that it gave you the armor upgrade. Not to mention, some of the data is weird! For example, Dark Tooth has 148 points as a playable character, with the upgrade it increases his health to 173 but the upgrade is supposed to make it 170… How odd. So because of my initial testing (and failure to take into account the armor upgrade) I will now split up the health points. The first number is the health WITHOUT the armor upgrade and the second is with the armor upgrade. It has come to me that the AI actually has more health than a playable character, but with the armor upgrade all regular characters have more health than their AI counterparts. The bosses though, will always have the most health (Dark Tooth has 200 points as the AI, whereas he only has 148 as a playable character). These health stats are all for the playable versions of characters, not the AI. Format: Character (armor): normal health, health with armor upgrade Roadkill (4/10): 100, 115 Shadow (4/10): 110, 127 Mr Grimm (2/10): 85, 97 Sweet Tooth (8/10): 125, 144 Thumper (4/10): 105, 121 Spectre (2/10): 95, 109 Twister (2/10): 93, 103 Outlaw (4/10): 100, 115 Grasshopper (2/10): 94, 108 Warthog (8/10): 130, 149 Axel: (6/10): 120, 138 Mr Slamm (8/10): 135, 155 Crimson Fury (2/10): 95, 109 Hammerhead (6/10): 118, 135 Cousin Eddy (10/10): 100, 115 ATV (1/10): 50, 57 Dark Tooth (10/10): 148, 173 Tower Tooth (10/10): 310, 357 (357 only with the Infinite Weapons code) The most shocking result of my testing would be Cousin Eddy, whose armor stat is listed as 10/10 but he actually has 4/10 armor. Warthog and Mr Slamm’s armors are something more like 9/10 rather than 8/10 especially since outside of Dark Tooth and Tower Tooth, they have the highest health out of anyone in the game. Grimm, Spectre, Twister, and Grasshopper all have more like 3/10 armor rather than 2/10. Shadow’s armor is more like 5/10 rather than 4/10, as 4/10 armored cars (Roadkill, Outlaw and Thumper) all have around 100 health as their base stat. Again, as mentioned above, Dark Tooth cheats the system by having 3 more health points with the armor upgrade than intended. The game rounds some armor stats up, but some other armor stats on other cars are rounded down. I have no idea why this is the case. I only tested the armor upgrade for a few characters including Roadkill, Shadow and Dark Tooth; the rest of the armor stats are all rounded down after calculating the 15% increase. It seems accurate, for the most part. Boundary Damage --------------- Although the boundary damage penalty seems consistent with every character, there was one case (I think it was on the Tokyo Rooftops level) where the Boundary Damage was more than what I listed for Crimson Fury. I’m not sure if there’s a special case, or if there are any circumstances where going out of bounds in a specific area of the level will incur more damage as a penalty. So for now I’m listing all the boundary damages mentioned above, but Crimson Fury will be the only exception until I can re-confirm this. Format: Character: Boundary Damage Roadkill: 29 Shadow: 28 Mr Grimm: 21 Sweet Tooth: 31 Thumper: 26 Spectre: 24 Twister: 23 Outlaw: 25 Grasshopper: 24 Warthog: 33 Axel: 30 Mr Slamm: 34 Crimson Fury: 24, 32 in Tokyo Rooftops Hammerhead: 30 Cousin Eddy: 25 ATV: 13 Dark Tooth: 33 C. Upgrades =========== One thing the TMHO PSP manual screwed up on was the upgrade list, it did not go in the order specified compared to the game. Thus, in ETE’s manual it was fixed. Upgrades are powerups gained after destroying a car, they have varying effects and are permanent until you are destroyed, in which case you lose all upgrades and must start over. When you get an upgrade the next one comes available; after all 6 upgrades the 7th upgrade is random. Upgrades carry over to the next level giving you a nice advantage. In ETE the upgrade icons (yellow green triangles) now have the words UP circling it (minor graphical difference). 1st upgrade: Turbo and Energy upgrade Speeds up Energy regeneration by 10%, turbo now burns slower by 10%, it also refills your energy/turbo meters in case you used some of it up. 2nd upgrade: Jump upgrade Now when you jump, it jumps 2x higher than normal, back to TM2 height. Very useful IMO, especially since Jump no longer uses any energy!!! 3rd upgrade: Ram upgrade Adds 10% more damage to a ramming attack. Much more useful in a higher armored car where the effects are more apparent. Average armored cars get up to 8 ramming points, higher armored cars get up to 12 ramming points, and lower armored cars can get up to 6 ramming points (which is odd, but yes, even Grimm can ram Dark Tooth for 6 points of damage). 4th upgrade: Machine Gun upgrade Your machine guns now fire red bullets instead of white ones, and will rapidly whittle down an enemy’s health. Very useful. 5th upgrade: Armor Upgrade Your armor/health bar increases by 15% so you’ll last longer. Very useful. BTW, the upgrade also completely refills your health in case you’re running short. 6th upgrade: Special Weapon upgrade Your special attacks/weapons can now do more damage based on two mechanics: charging and mashing. Charging is typically for the projectile/long range type specials, and mashing is for the melee-type specials though there are some exceptions (Mr Grimm uses the mash mechanic even though his special is a projectile, and Mr Slamm uses the charge mechanic even though his special is a melee-type special). Some characters’ specials become different, and there are a few who don’t even need to charge/mash to maximize their damage. Only Tower Tooth can’t receive a special weapon upgrade, but he makes up by having two specials based on his current health. Charged specials, when fully charged, will blink three times warning you to release the special before wasting it completely. A change here is that charged weapons can now be switched out even when being charged, though there is a second delay, and if you hold down the fire button in the process of switching weapons you’ll fire the next weapon automatically. It seems to me that some Mashed specials were toned down in damage, a bit (although I may be a bad button basher). 7th upgrade: Random upgrade You will either get three extra missiles (Fire, Homing, or Power), a 15% health regeneration, or a Turbo and Energy refill. To maximize your chances of a Turbo and Energy refill or 15% health regeneration get as much weapons as possible, or have 30 weapons (the maximum) so that you can only get 15% health regeneration or the Turbo and Energy refill. d. Energy Attacks ================= All Energy Attacks are based off of their TMB-inputs, save for one that was changed from TMHO PSP/TMB. Unlike TM2/TMB, you cannot use energy attacks when you fire a weapon (i.e. after firing a homing missile you cannot immediately fire a freeze missile) so combining weapons is less fluent and authentic. Freeze Missile (Up Down Up, uses about 40% of the energy bar) Fires a freeze missile at an enemy. A hit freezes them and thus lets you continue with whatever weapon you have in mind. The homing abilities are still pretty good but they are not as great as in TMHO PSP. Any weapon above 10 points of damage will break the freeze, thus to do the most damage, fire your Machine Guns and use a strong weapon – preferably a special or power missile. For some reason the D-pad input is rather unresponsive compared to the other Energy Attacks; I recommend using the left analog stick to input the Freeze (it’s more responsive than the D-Pad input but it sometimes fails occasionally). A freeze missile does 1 point of damage to an enemy. When you’re frozen, rapidly tap a button to break out. Unlike TMB, you can turbo during a freeze and it will actually use Turbo from your turbo meter. Shield (Right Right Down Down, uses about 60% of the energy bar) Causes green energy to envelope your car thus protecting it from weapons. Use it when low on health, trying to escape, or getting to a health, but use it wisely since it uses the most energy out of all energy attacks. It protects you for about 5 seconds. Mine (Right Left Down, uses about 10% of the energy bar) Drops a mine onto the ground. Best used after taking a teleport to ensure that an enemy will take the damage, rarely will you ever need to drop one into the path of a relentless enemy. A mine hit does 11 points of damage, compared to 6 from TMHO PSP. It is interesting to note that one of the trailers for TMHO PSP showed a mine doing 22 points of damage to Mr Grimm, so perhaps the mine in its previous state was too powerful… unless they meant a REMOTE BOMB but it clearly said a MINE hit. It also seems to me that you can’t stack mines on top of each other (i.e. drop three mines all at once) as opposed to previous TMs. Cloak (Left Left Down Down, uses about 30% of the energy bar) Renders your car invisible from sight and even from the radar for about 5 seconds, however it will leave behind a shadow of the car’s wheels as well as a smoke, so if a human player notices the smoke/shadow and shoots you it will unveil you so beware. Unlike TMB, ANY weapon fired (be it Machine Guns, energy attacks such as Freeze Missiles and etc) will uncloak so it’s better that you use this as a getaway option, not a surprise attack method. Also, when you use invisibility an enemy typically drives away from your location and will not notice you at all. This is VERY useful in the deathmatch versions of levels, especially since DM maps have fewer healths and most of them have wide areas thus making you a big target for anything. Unlike TMB’s cloak, if an enemy bumps into you or you run into something heavy that’s moving (i.e. traffic cars) you’ll STILL be cloaked. It costs less than a Shield and you can use at least three per full energy bar. This should be your primary defensive option with the Shield being a last resort. Flak (Up Down Left Right, uses about 20% of the energy bar) Causes a radial explosion to burst out of your car. The explosion can damage (for 10 points) and knock away enemies BUT it can also destroy missiles too. This is basically a less expensive Shield, but only for missiles, and you have to time it carefully so that a missile hits the explosion before it hits you. If you’re using it offensively, it’s best used for cars with melee-type specials, including Grasshopper, Hammerhead, Mr Slamm, and Dark Tooth as a means of knocking them away so that they can’t corner you and spam their specials. Rear-Fire (Up Down Down, no energy is consumed) The only command that’s changed from TMHO PSP. Rear-Fire no longer needs you to hit the fire button after inputting the command. Surprisingly, the command is actually one Up button short (contrary to how it’s shown in the manual), and you can use D-Pad input but it’s occasionally unresponsive. I recommend pressing each button hard enough for Rear-Fire. It fires the currently selected weapon out of your car, however weapons such as Swarmer Missiles can’t be rear-fired. Best used with Homing weapons, especially the Homing Missile. There’s also a few random combinations that trigger Rear-Fire (one of them was Down Up Down I think). Neither seem to be reliable, though. Napalm (Right Left Up Up+Fire button, uses about 30% of the energy bar) A Homing Napalm is fired along with your current weapon, it adds 11 more points of damage as well as doing fire damage and disorientating the enemy. However, it does not work with special weapons. The command is rather unresponsive, even in TMHO PSP. If you’re going for the kill use this, otherwise don’t bother with it. For Swarmer Missiles, charge it up, then input the Right Left Up Up command before releasing the Fire Button to use Napalm along with it for major damage. Jump (L1+R1, consumes no energy) Yay, it doesn’t use energy anymore!!!! Even if it did the difference is hardly noticeable. When you get the jump upgrade it’s even better. Be wary of Napalms. You can also use Jump as a means of turning really fast especially if you’re in a car with poor handling stats. e. Weapons ========== The weapons return from TMHO, however three of them received a damage boost. Otherwise they are largely the same (but the missiles look like fireballs now so they are cooler :]). Each weapon will always give you 2 per pickup like TM2. Machine Gun (damage varies, no homing ability, can’t be rear-fired, can’t be picked up) The Machine Gun overheats faster compared to TMHO PSP, but it’s still a nice tactical weapon. With the machine gun upgrade this weapons becomes more powerful, able to quickly whittle down an enemy’s health. Machine Guns are best used when combining with other weapons for extra damage. Fire Missile (12 points of damage, common, limited homing ability, can be rear-fired) Basic missile; only slightly more damaging than the homing missile but typically a “fodder” weapon to waste since there are much better weapons to stock up on. You start with two of these. Fire missiles are color coded orange with a missile in them. They’ve been slowed down from TMHO PSP, equal to TMB’s Fire Missile. Homing Missile (10 points of damage, common, great homing ability, can be rear-fired) Homing Missiles are the best overall missile, they only do half the damage of a Power Missile but you can fire several of these and cause some huge damage really fast. Very useful on speedy vehicles such as Grimm. Homing missiles are color coded purple with a missile in them. You start with one of these. They’ve been slowed down from TMHO PSP, equal to TMB’s Homing Missile. Power Missile (20 points of damage, uncommon, no homing ability, can be rear-fired) Power Missiles are exactly what they imply - powerful. However in TMHOETE they really do feel “powerful” since they produce a knockback that’s much more noticeable compared to TMHO PSP or even TMB – very TM2-ish. Freeze into Machine Gun and Power Missile is one of the easiest damaging combos you can do to an enemy, and if an enemy doesn’t run for it or use a shield or Flak you got yourself another power missile for up to 41+ points of damage! Power missiles are color coded red with a missile in them. They’ve been slowed down from TMHO PSP, equal to TMB’s Power Missile. Napalm (20 points of damage, uncommon, no homing ability, can be rear- fired) Napalms have gotten an upgrade from TMHO PSP; they will always do 20 points of damage regardless of where you drop it next to an enemy. However they can now actually hurt you if you drop them too close to you so Napalms have to be used more carefully. The area of effect is solely inside the target crosshair so the enemy has to be as close to the target crosshair as possible in order for the explosion to hurt them. Fortunately, Napalms are great for “shooting” people behind walls; the explosion will pass through the wall and hit them if they’re hugging the wall too much. They’re also great for shooting enemies on roofs or some higher area, as well as below. Napalms are color coded yellow with a can in them. Ricochet Disc (10 points of damage in a straight on hit, 30 points on a bank shot hit regardless of how many times the disc bounces, rare, no homing ability, can be rear-fired) While ricochet discs are fast (actually faster than TMHO PSP) and the knockback is better compared to TMHO PSP there’s still very little reason to use them, except in narrow hallways/areas. They only deal as much damage as a homing missile and are not too powerful without a bounce hit so you might as well fire these away when you pick them up. Given that maps are very wide open, it’s hard to get a bank shot. However the knockback gives you ample opportunity to shoot the enemy with machine guns for more damage and restrict their movement so that they’re forced to retaliate instead of getting away. It also sets up for freeze and other weapons, which actually gives this weapon bigger damage potential. A bank shot will have the disc colored darker orange as well as giving an even greater knockback than a dead-on hit. There’s only a few cases you can Ricochet someone off into a boundary but even so, that’s very hard to achieve. Ricochet Discs are color coded lavender with a disc in them. Remote Bomb (25 points of damage irregardless of distance, rare, no homing ability, already rear-fire-able) Remote Bombs received a bit of a boost; they now do 25 points of damage, whether you detonate the bomb and catch them in the explosion or an enemy runs into it. They are excellent for teleport traps (i.e. dropping a remote onto a teleport pad after getting warped over) when interspersed with mines and a little “surprise” with a freeze missile. Drive-by bombings are not recommended except on a slower car, and even then they usually try to run for it before you can detonate the bomb on them. Make sure not to be within the Remote bomb’s explosion area or else you get hit too. If you intend to use Remote Bombs offensively, make sure to use shields before detonating them, but if an enemy’s low on health you can tank the hit if you have more health, if you prefer. Remote bombs are color coded green with a dynamite in them. Swarmer Missile (4-27 when fully charged, uncommon, great homing ability, cannot be rear-fired) The Swarmer Missile is essentially Roadkill’s special from TMB, only not as powerful, but it’s still a powerful weapon on it’s own. You charge it up with the fire button, and release after 6 missiles appear. You only need the 6 missiles to appear for the maximum 27 points of damage; the blinking is only a warning to let you know that you should release the weapon before it backfires (i.e. wasted). If you’re aiming for a single enemy, make sure to get closer to him/her since all 6 missiles don’t congregate until they’re about to hit their enemy, thus causing some of the missiles to target another enemy. A change from TMHO PSP is that even when charging the weapon, you can switch to another (though there’s a second delay and if you hold down the fire button too long you’ll fire the next weapon, possibly wasting it). Swarmer missiles are color coded yellow with a missile pack in them. Turbo (pickup) Not a weapon obviously. This completely refills your turbo meter when you deplete it. Turbos are color coded light green, so be careful when trying to distinguish them from Remote bombs. They look like Nitro Gas tanks. Health (comes in two flavors; Partial and Full) Well if you’re nearly dying, pick up some healths! Partial ones are common and restore 30% of your health, and Full ones are rare (only 1 except in Monaco where there’s two and they appear in MOST levels save for about two or three) but completely restore your health. Health regeneration is faster compared to previous TMs, which if anything, makes TMHO easy. There are no full healths in the deathmatch maps, and there are also no full healths in even the ones that have them when playing challenge/endurance mode. Partial ones are white with a red cross in the center, and the full ones are simply bigger. f. Bonus Levels =============== I’m sure one thing you’ll definitely hate are TMHO’s bonus levels. They are necessary to complete in order to unlock extra levels and cars, however they can be pretty frustrating and the levels that give them are anything but easy. This is a quick guide to the bonus levels. Bonus levels are accessed by entering the Mini-game teleporter (the pink ones) but some are hidden away in certain levels. After completing a bonus level, you’ll obtain whatever weapons you picked up from the level as well as a full health recharge. If you complete the bonus levels that give you extra levels/cars again then you get a cheat code. In most of the bonus levels, if you try to reverse and go back, the game will give you a 5-second warning to turn around and keep going or else you self-destruct automatically (it’s not really bad since the countdown only briefly appears 2 seconds after you turn around). A change from TMHO PSP is that the teleporter becomes darkened out and still have the white spiral thing, but you can’t replay them. Also, the bonus levels now play their respective map’s background music. BTW, some minigames reward you with extra lives but I only put it down for the ones I remember getting extra lives from.
Kamis, 16 September 2010
Twisted Metal Head On Upgrades
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